- Add BlendOp enum for blend operations - Add PolygonMode enum for polygon rendering mode - Add StencilOp enum for stencil operations - Add ScissorState and LogicalOperation structs - Add DepthStencilState: stencil enable, read/write mask, stencil ref, stencil func, stencil ops - Add BlendState: blend equation, color write mask, blend factor - Add RasterizerState: polygon mode, polygon offset, depth clip, scissor test, multisample - Add ViewportState: float coordinates with min/max depth - Add Apply methods for individual state groups - Add AttachShader/DetachShader for program management - Add getter methods for state structs
273 lines
8.8 KiB
C++
273 lines
8.8 KiB
C++
#define GLFW_INCLUDE_NONE
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#include "XCEngine/RHI/OpenGL/OpenGLPipelineState.h"
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#include <glad/glad.h>
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namespace XCEngine {
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namespace RHI {
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static unsigned int ToGLComparisonFunc(ComparisonFunc func) {
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switch (func) {
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case ComparisonFunc::Never: return GL_NEVER;
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case ComparisonFunc::Less: return GL_LESS;
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case ComparisonFunc::Equal: return GL_EQUAL;
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case ComparisonFunc::LessEqual: return GL_LEQUAL;
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case ComparisonFunc::Greater: return GL_GREATER;
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case ComparisonFunc::NotEqual: return GL_NOTEQUAL;
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case ComparisonFunc::GreaterEqual: return GL_GEQUAL;
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case ComparisonFunc::Always: return GL_ALWAYS;
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default: return GL_LESS;
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}
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}
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static unsigned int ToGLBlendFactor(BlendFactor factor) {
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switch (factor) {
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case BlendFactor::Zero: return GL_ZERO;
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case BlendFactor::One: return GL_ONE;
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case BlendFactor::SrcColor: return GL_SRC_COLOR;
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case BlendFactor::OneMinusSrcColor: return GL_ONE_MINUS_SRC_COLOR;
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case BlendFactor::DstColor: return GL_DST_COLOR;
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case BlendFactor::OneMinusDstColor: return GL_ONE_MINUS_DST_COLOR;
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case BlendFactor::SrcAlpha: return GL_SRC_ALPHA;
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case BlendFactor::OneMinusSrcAlpha: return GL_ONE_MINUS_SRC_ALPHA;
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case BlendFactor::DstAlpha: return GL_DST_ALPHA;
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case BlendFactor::OneMinusDstAlpha: return GL_ONE_MINUS_DST_ALPHA;
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case BlendFactor::ConstantColor: return GL_CONSTANT_COLOR;
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case BlendFactor::OneMinusConstantColor: return GL_ONE_MINUS_CONSTANT_COLOR;
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case BlendFactor::ConstantAlpha: return GL_CONSTANT_ALPHA;
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case BlendFactor::OneMinusConstantAlpha: return GL_ONE_MINUS_CONSTANT_ALPHA;
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case BlendFactor::Src1Color: return GL_SRC1_COLOR;
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case BlendFactor::InvSrc1Color: return GL_ONE_MINUS_SRC1_COLOR;
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case BlendFactor::Src1Alpha: return GL_SRC1_ALPHA;
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case BlendFactor::InvSrc1Alpha: return GL_ONE_MINUS_SRC1_ALPHA;
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default: return GL_ONE;
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}
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}
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static unsigned int ToGLBlendOp(BlendOp op) {
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switch (op) {
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case BlendOp::Add: return GL_FUNC_ADD;
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case BlendOp::Subtract: return GL_FUNC_SUBTRACT;
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case BlendOp::ReverseSubtract: return GL_FUNC_REVERSE_SUBTRACT;
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case BlendOp::Min: return GL_MIN;
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case BlendOp::Max: return GL_MAX;
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default: return GL_FUNC_ADD;
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}
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}
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static unsigned int ToGLCullFace(CullFace face) {
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switch (face) {
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case CullFace::Front: return GL_FRONT;
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case CullFace::Back: return GL_BACK;
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case CullFace::FrontAndBack: return GL_FRONT_AND_BACK;
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default: return GL_BACK;
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}
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}
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static unsigned int ToGLFrontFace(FrontFace face) {
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switch (face) {
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case FrontFace::Clockwise: return GL_CW;
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case FrontFace::CounterClockwise: return GL_CCW;
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default: return GL_CCW;
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}
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}
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static unsigned int ToGLPolygonMode(PolygonMode mode) {
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switch (mode) {
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case PolygonMode::Point: return GL_POINT;
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case PolygonMode::Line: return GL_LINE;
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case PolygonMode::Fill: return GL_FILL;
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default: return GL_FILL;
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}
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}
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static unsigned int ToGLStencilOp(StencilOp op) {
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switch (op) {
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case StencilOp::Keep: return GL_KEEP;
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case StencilOp::Zero: return GL_ZERO;
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case StencilOp::Replace: return GL_REPLACE;
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case StencilOp::Incr: return GL_INCR;
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case StencilOp::IncrWrap: return GL_INCR_WRAP;
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case StencilOp::Decr: return GL_DECR;
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case StencilOp::DecrWrap: return GL_DECR_WRAP;
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case StencilOp::Invert: return GL_INVERT;
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default: return GL_KEEP;
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}
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}
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OpenGLPipelineState::OpenGLPipelineState()
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: m_program(0)
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, m_programAttached(false) {
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m_clearColor[0] = m_clearColor[1] = m_clearColor[2] = m_clearColor[3] = 0.0f;
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}
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OpenGLPipelineState::~OpenGLPipelineState() {
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}
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void OpenGLPipelineState::SetDepthStencilState(const DepthStencilState& state) {
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m_depthStencilState = state;
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}
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void OpenGLPipelineState::SetBlendState(const BlendState& state) {
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m_blendState = state;
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}
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void OpenGLPipelineState::SetRasterizerState(const RasterizerState& state) {
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m_rasterizerState = state;
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}
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void OpenGLPipelineState::SetViewport(const ViewportState& state) {
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m_viewportState = state;
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}
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void OpenGLPipelineState::SetScissor(const ScissorState& state) {
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m_scissorState = state;
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}
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void OpenGLPipelineState::SetLogicalOperation(const LogicalOperation& state) {
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m_logicalOperation = state;
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}
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void OpenGLPipelineState::Apply() {
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ApplyDepthStencil();
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ApplyBlend();
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ApplyRasterizer();
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ApplyViewport();
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ApplyScissor();
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}
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void OpenGLPipelineState::ApplyDepthStencil() {
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if (m_depthStencilState.depthTestEnable) {
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glEnable(GL_DEPTH_TEST);
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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glDepthMask(m_depthStencilState.depthWriteEnable ? GL_TRUE : GL_FALSE);
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glDepthFunc(ToGLComparisonFunc(m_depthStencilState.depthFunc));
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if (m_depthStencilState.stencilEnable) {
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glEnable(GL_STENCIL_TEST);
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glStencilMask(m_depthStencilState.stencilWriteMask);
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glStencilFunc(ToGLComparisonFunc(m_depthStencilState.stencilFunc), m_depthStencilState.stencilRef, m_depthStencilState.stencilReadMask);
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glStencilOp(
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ToGLStencilOp(m_depthStencilState.stencilFailOp),
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ToGLStencilOp(m_depthStencilState.stencilDepthFailOp),
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ToGLStencilOp(m_depthStencilState.stencilDepthPassOp)
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);
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} else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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void OpenGLPipelineState::ApplyBlend() {
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if (m_blendState.blendEnable) {
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glEnable(GL_BLEND);
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glBlendFuncSeparate(
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ToGLBlendFactor(m_blendState.srcBlend),
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ToGLBlendFactor(m_blendState.dstBlend),
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ToGLBlendFactor(m_blendState.srcBlendAlpha),
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ToGLBlendFactor(m_blendState.dstBlendAlpha)
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);
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glBlendEquationSeparate(
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ToGLBlendOp(m_blendState.blendOp),
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ToGLBlendOp(m_blendState.blendOpAlpha)
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);
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glBlendColor(
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m_blendState.blendFactor[0],
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m_blendState.blendFactor[1],
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m_blendState.blendFactor[2],
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m_blendState.blendFactor[3]
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);
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glColorMask(
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(m_blendState.colorWriteMask & 1) != 0,
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(m_blendState.colorWriteMask & 2) != 0,
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(m_blendState.colorWriteMask & 4) != 0,
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(m_blendState.colorWriteMask & 8) != 0
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);
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} else {
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glDisable(GL_BLEND);
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}
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}
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void OpenGLPipelineState::ApplyRasterizer() {
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if (m_rasterizerState.cullFaceEnable) {
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glEnable(GL_CULL_FACE);
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glCullFace(ToGLCullFace(m_rasterizerState.cullFace));
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glFrontFace(ToGLFrontFace(m_rasterizerState.frontFace));
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} else {
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glDisable(GL_CULL_FACE);
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}
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glPolygonMode(GL_FRONT_AND_BACK, ToGLPolygonMode(m_rasterizerState.polygonMode));
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if (m_rasterizerState.polygonOffsetFactor != 0.0f || m_rasterizerState.polygonOffsetUnits != 0.0f) {
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(m_rasterizerState.polygonOffsetFactor, m_rasterizerState.polygonOffsetUnits);
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} else {
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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if (m_rasterizerState.scissorTestEnable) {
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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if (m_rasterizerState.multisampleEnable) {
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glEnable(GL_MULTISAMPLE);
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} else {
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glDisable(GL_MULTISAMPLE);
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}
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if (m_rasterizerState.sampleAlphaToCoverageEnable) {
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glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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} else {
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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}
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}
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void OpenGLPipelineState::ApplyViewport() {
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glViewport((GLint)m_viewportState.x, (GLint)m_viewportState.y,
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(GLsizei)m_viewportState.width, (GLsizei)m_viewportState.height);
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glDepthRange(m_viewportState.minDepth, m_viewportState.maxDepth);
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}
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void OpenGLPipelineState::ApplyScissor() {
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if (m_scissorState.enable) {
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glEnable(GL_SCISSOR_TEST);
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glScissor(m_scissorState.x, m_scissorState.y, m_scissorState.width, m_scissorState.height);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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void OpenGLPipelineState::SetClearColor(float r, float g, float b, float a) {
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m_clearColor[0] = r;
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m_clearColor[1] = g;
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m_clearColor[2] = b;
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m_clearColor[3] = a;
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glClearColor(r, g, b, a);
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}
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void OpenGLPipelineState::Clear(unsigned int buffers) {
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unsigned int glBuffers = 0;
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if (buffers & 1) glBuffers |= GL_COLOR_BUFFER_BIT;
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if (buffers & 2) glBuffers |= GL_DEPTH_BUFFER_BIT;
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if (buffers & 4) glBuffers |= GL_STENCIL_BUFFER_BIT;
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glClear(glBuffers);
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}
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void OpenGLPipelineState::AttachShader(unsigned int program) {
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m_program = program;
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m_programAttached = true;
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glUseProgram(program);
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}
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void OpenGLPipelineState::DetachShader() {
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m_program = 0;
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m_programAttached = false;
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glUseProgram(0);
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}
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} // namespace RHI
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} // namespace XCEngine
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